Search found 110 matches

by pin3
Thu Feb 08, 2007 5:28 am
Forum: Project Announcements
Topic: gFactory - game creation toolkit.
Replies: 17
Views: 7201

Thanks for all the positive feedback I have a question though: Is it open source? I will not make the script editor source available, if that's what you mean, although quite frankly there is no rocket science involved. Feel free to play with the resource files (data.xml and variables.xml) if you wis...
by pin3
Sat Feb 03, 2007 4:47 am
Forum: Irrlicht.NET
Topic: Draw2DImage
Replies: 0
Views: 1198

Draw2DImage

Is there any workaround for Draw2DImage issue? In case you don't know .Net version doesn't let you use a Draw2DImage overload. The net tutorials use another overload instead but I need the one used in C++ tutorials (with 'null' as 4th parameter). Tutorial #6: C++ driver->draw2DImage(images, core::po...
by pin3
Fri Feb 02, 2007 3:32 pm
Forum: Beginners Help
Topic: GUIFont questions
Replies: 5
Views: 523

Thanks
by pin3
Thu Feb 01, 2007 7:41 am
Forum: Project Announcements
Topic: gFactory - game creation toolkit.
Replies: 17
Views: 7201

gFactory is still in Beta, that means some things might be screwed up =]. Thanks for pointing those issues though, I'll get them fixed. As for Squirrel support that's not an easy task. One of the main problems is that Irrlicht doesn't have any Squirrel binding library. For Lua I'm using IrrLua: http...
by pin3
Tue Jan 30, 2007 7:17 pm
Forum: Beginners Help
Topic: Partial transparency in 2D
Replies: 1
Views: 157

I'm using the C# Irricht implementation for my project and I you can't call Draw2DImage with Cliprect set to null there. So it's a Irrlicht.net bug

When I call Draw2DImage with cliprectangle set to 0 in native (C++) it does display various alpha levels properly.
by pin3
Tue Jan 30, 2007 5:44 pm
Forum: Beginners Help
Topic: Partial transparency in 2D
Replies: 1
Views: 157

Partial transparency in 2D

When I use Draw2DImage I get transparent only those portions of the image that have maximum alpha. It seems that I can't get translucency in the portions with 50% alpha. Is this the default behavior or am I doing something wrong?
by pin3
Tue Jan 30, 2007 5:39 pm
Forum: Advanced Help
Topic: Render to texture: Creating GUI textures at runtime
Replies: 9
Views: 970

Thanks.
by pin3
Tue Jan 30, 2007 1:41 pm
Forum: Beginners Help
Topic: GUIFont questions
Replies: 5
Views: 523

Re: GUIFont questions

1. Choose a different font
I'm using fontcourier from the Media folder, the font does appear larger but I still can't see a method to change it's size at runtime.
by pin3
Tue Jan 30, 2007 12:53 pm
Forum: Beginners Help
Topic: GUIFont questions
Replies: 5
Views: 523

GUIFont questions

1. How can I change the size of the BuiltInFont 2. What does the clip parameter do in font->Draw() function. API quote: Optional pointer to a rectangle against which the text will be clipped. If the pointer is null, no clipping will be done. I know what "clip" means, however I don't unders...
by pin3
Mon Jan 29, 2007 11:24 pm
Forum: Advanced Help
Topic: Render to texture: Creating GUI textures at runtime
Replies: 9
Views: 970

Thanks, works OK so far. One question: do I have to lock only the destination texture or both the source and the destination. i.e: Layer0 = driverRef.CreateRenderTargetTexture(new Dimension2D(256, 256)); //.... // Create a blank texture Texture Layer1 = driverRef.AddTexture(Size, ID, Layer0.ColorFor...
by pin3
Mon Jan 29, 2007 7:11 pm
Forum: Advanced Help
Topic: Render to texture: Creating GUI textures at runtime
Replies: 9
Views: 970

after some searching I found that I create a new texture of non-power by 2 size with driver->AddTexture().
Is there a way to copy a portion of the render target texture to my custom size texture?
by pin3
Mon Jan 29, 2007 1:10 pm
Forum: Advanced Help
Topic: Render to texture: Creating GUI textures at runtime
Replies: 9
Views: 970

Render to texture: Creating GUI textures at runtime

I want to create create the GUI widgets graphics in my project at run time. Basically I'm thinking of a texture that will get rendered on it several layers of graphics (widget corners, sides, text, etc.). I need a base texture with a user defined size. Problem is RenderTargetTexture can only have po...
by pin3
Sat Jan 27, 2007 9:09 am
Forum: Beginners Help
Topic: Drawing 2D and 3D in the same scene
Replies: 4
Views: 354

Thanks! addImage works pretty well, I like it better than using sprites. Ther's still a problem though: with AddImage you can't specify the depth (Z) of the image on the run, after you loaded the images. [EDIT] Actually just noticed GUIImage has a BringtoFront method, I'll take a look see how that w...
by pin3
Fri Jan 26, 2007 2:35 pm
Forum: Beginners Help
Topic: Drawing 2D and 3D in the same scene
Replies: 4
Views: 354

Drawing 2D and 3D in the same scene

I did took a look at the 2D graphics tutorial however I would like not to use sprites. I'm need 2D graphics for mouse cursor and other GUI controls Is there a way to use 3D objects and flatten them out with an Ortho projection?
by pin3
Thu Jan 25, 2007 3:22 pm
Forum: Beginners Help
Topic: accesing files for Zip archives with folders
Replies: 3
Views: 163

Thanks guys